BlargedyBlargedy

BlargedyBlargedy

Offline for 8 months - Joined Jan 2021

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BlargedyBlargedy Comments

BlargedyBlargedy

No there are areas on the top floor that are not included in the boundaries of the point. In my opinion the point should cover the entirety of the top of the tower, ie the whole open to the sky area.

BlargedyBlargedy

Were you able to get bot count scaling with human player count to work?

BlargedyBlargedy

Yeah so the spawn points while capturing an objective don't really matter, and keeping the spawn point 100-200m away from the point is correct. The problem is the spawn location during a defend of the objective that was just captured, being not immediately on the objective or a few meters away from the edge of the objective. One example of this is on compound assault, the spawn point during the defend phase of alpha is directly beside the point, but the spawn point during the defense of delta is almost 200m away, meaning if you die they recapture the point and you lose. Some defend spawn points for the same building as another scenario will be directly on point for one version and super far away for the other. The case I am making is that all spawn points during defend should be directly on or very near a point.

BlargedyBlargedy

K I'll have to try some more then. Point is though that respawns directly on the defend objective exist on objectives that are not the last of the map.

BlargedyBlargedy

Is it possible to scale enemy count by player numbers?

BlargedyBlargedy

Really, counter-attack spawn points cannot be changed? I am surprised at this. I've played maps where the respawn point during a counter attack is smack-dab in the middle of the point, so that is interesting to learn.

As for which points are in need of changing, I will have to go back and take careful note of which ones I didn't like. I will replay some maps and keep a record this time.

BlargedyBlargedy

First off I want to say I love the look and feel of your maps. The variety of scenery is made with skill rarely seen. That being said, mistake not broad requests with far reaching effects as generic or inactionable. The complaint I have with your checkpoint maps is that there are respawn points during counterattack that are not on or very near the point being defended. A very pretty and well laid out map still isn't fun to play when you spawn 120m away from the point you are to defend, causing any death at all to lose the round.

BlargedyBlargedy

Nice! I look forward to it.

BlargedyBlargedy

Respawn points for checkpoint should really be on the defend point.

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It is very annoying that the last point doesn't encompass the entire top floor of the tower. The boundaries are super arbitrary and caused a loss :(

BlargedyBlargedy

Any plans to add checkpoint?

BlargedyBlargedy
Mist mod

May I recommend adding a nice preview picture for the map voting screen, and renaming it from OC_Map?

BlargedyBlargedy

Can anyone confirm that this is worth downloading and trying?

BlargedyBlargedy
Oasis mod

I recommend looking at the no restricted areas mod.

BlargedyBlargedy

hmm perhaps not. Maps that don't play push well won't play checkpoint well. That being said I run 70 melee only bots on checkpoint so I end up having to kite konga lines of enemies around, so I don't know how much the linear advancing map design affinity of checkpoint will matter for my style of play.

BlargedyBlargedy
Oasis mod

The no restricted area mod is good for such things as this.

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Will you add more modes in the future?

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I'm loving the atmosphere in the pictures. I would love to play it on my checkpoint frenzy server. Do you plan on adding checkpoint at some point?

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I could see this being super awesome in checkpoint. Do you have any plans to add more game modes?

BlargedyBlargedy

Do you have any plans to add a checkpoint version?

BlargedyBlargedy
Favela mod

Do you have any plans to add a checkpoint version?

BlargedyBlargedy

Looks great! I can't wait to try it when you add checkpoint.

BlargedyBlargedy
Temple mod

I have now played this map enough to be able to review it and not give just my first impressions. For context I only played this map on checkpoint frenzy. My review comes a bit late with regards to the mapping contest, so my apologies for not getting to it sooner.

This is my favorite mod map. It is fairly small but what is there is done well. It nails the deep jungle aesthetic and feel. Playing in the tall grass and bushes at night makes me feel like I'm being hunted by velociraptors. The pathing of the bots is excellent. There are some conga lines when they get funnelled but otherwise they have lots of opportunities to surround you if you're not careful. The use of hills makes the map feel bigger than it is, which is a good thing. The polish overall is impressive. I would be very interested in an expanded version. 10/10 I say.

BlargedyBlargedy
Oasis mod

we got stuck on India as there was a bruiser stuck in the ceiling/rock area.

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checkpoint

BlargedyBlargedy

The bot spawns are broken after alpha has been defended. As soon as you successfully defend A the bots just stand still instead of running away like they normally do. At that point no other bots spawn for the rest of the match.

BlargedyBlargedy

hey. No worries about the feedback. I'll keep testing it for future updates, so just let me know when updates drop. As for how many players and bots, I did the test on a solo run with 35 bots. I can usually handle between 40 and 50 bots by myself, but I wanted to make sure I'd finish the map so I used lower bot count. When I'm playing with others I have between 1 and 4 extra people join me. I run the server at 40ish bots when it is one or two people, and then raise it to 50ish bots for 3 players and 60 bots for 4 players. When there are more players than that I raise it to 70 but any higher and it becomes very difficult to make any progress at all, and we usually lose. I'll PM you the the server modifications required to run frenzy at a bot count that isn't stupidly easy.

BlargedyBlargedy

Thanks for the reply here and your PM. You explained things very well.

Hmm so this largely boils down to the notification system of mod.io being garbage. To see if anyone replied to my comments I have to manually go back to the pages I commented on. I missed the window of time between posting the comment and it being taken down, leading to me not see your original questions. The first and only notification I've gotten from this website, email or on-site, was your PM which brought me back to read these comments here.

I was running the map with the lighting being night. I am running 30-70 bots on FrenzyNoBotCount. I'm trying the map again with day lighting to see if that was the issue. Stand by.

=====UPDATE======
The day version of the map works as intended. It seems it is only the night map that is stuttery. I will edit the top comment to correct and to add my feedback. I am wondering why the like/dislike ratio is so bad. It might be that there is no disclaimer that the night map currently doesn't work.

BlargedyBlargedy

Ah I did not realize that was the case. That gives me some needed context.

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That's fair. I look forward to seeing how you improve it, if you plan on doing so. It makes sense that your maps are similar since they'd be the same marketplace asset. Good on you for diving into map making. You're doing well, so I'm sure it will only get better.

BlargedyBlargedy

The first part of the map is just a subset of the mod "west"with almost identical asset placement, with a bit of novelty added by the unique placement of A and B. Ultimately the first segment was not very interesting. The second phase of the map that goes into the mine was quite interesting. I liked the machine gun locations and strewn about explosives. I see potential for this map, but currently it feels a bit unfinished (probably because it is). I'll occasionally check to see if any updates drop for this map.

BlargedyBlargedy

The respawn point when defending A makes it impossible to hold against the high number of frenzy bots I'm running, unless you're with several other people. A reinforcement spawn on A that is closer, say 20m, would be super nice.

BlargedyBlargedy

EDITED: The day version of checkpoint works, but the night version is, at time of comment, unplayable due to stutter.

The variety of environments in this map is quite excellent. The overall theme stays consistent but the scenery changes to keep things fresh. This map doesn't fall into the trap of everything looking cookie cutter same everywhere. The layouts of buildings and streets offers great flanking routes that the bots loved to use to surround me, which I imagine will work great for PvP. There is great use of verticality all throughout the map, a feat which takes a lot of skill to pull of. The complexity of the scenery stops the flow from being linear and funneled. Overall I'm impressed. I had some problems with the map, listed next, that were specific to checkpoint. I understand that the map is intended for PvP, so many of these are not important to the effectiveness of the map. Several points are just a matter of opinion:

-I dislike it when the floating person and gun of the loadout screen is placed far away. It makes applying gained supply points dangerous as you can't hear if you're being ganked by bots.
-There is broken pathfinding on bravo defense. Only straggler bots came in.
-Many bots got stuck on the south door into delta. Vanilla maps do this too, so no big deal.
-Reuse of refinery assets from the vanilla map "Refinery" is a bit obvious to players who've played that map a lot.
-The plain appearances of the yellow and blue-ish buildings at echo stand out.
-The external building style of foxtrot looks a bit out of place.
-The placement of a supply box at every point makes ammo conservation irrelevant. I prefer when you have to worry about ammo.
-The edge of the map is very far into the walkable space beside foxtrot. I was caught off of map kiting bots away.
-The boundary of foxtrot placed halfway up the stairs to the third floor was unexpected and caused me to lose the round to bots :( I imagine it is balanced for PvP.

BlargedyBlargedy
Temple mod

A very well done map imo. The spawns of the bots are a bit too close to the objectives they are counter-attacking, but otherwise good. The pathing of the bots is almost perfect, except for when you're on a tent I.imgur.com. They think they can get you if they go inside and stand under you.

BlargedyBlargedy

Great map layout, easily worth my upvote. The bot pathing is super broken though. We had no opposition for most points. This was with 50 bots. They seem to like to get stuck in other buildings. One example here, where they are stuck on the roof of the far building. I.imgur.com.

BlargedyBlargedy

There is some weird AI pathing going on in checkpoint security. They think they can go through walls or something. One example is here I.imgur.com. They get stuck in that corner, all sardine piling on there. Great map though. I upvoted.

BlargedyBlargedy

small bug here, I.imgur.com I.imgur.com, the first door doesn't seem to open. I haven't gotten far in the map yet but I like the aesthetic so far.

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The path finding of the bots is mega broken near A. I.imgur.com. They congregate against that chain link fence and inside the building right up against the corner I am standing in in that screen cap. Pretty fun map otherwise.

BlargedyBlargedy

There is a clipping into objects glitch on delta. I.imgur.com. Plays great otherwise.

BlargedyBlargedy
TORO mod

The bots got stuck on the stairs up to second floor Bravo.

BlargedyBlargedy

some spawn points for the enemy are broken and they all spawn inside each other and can't move. There are many glitched places you can get stuck in. Objective delta also didn't exist for me when I played this. We had to commit mass suicide to move to the next map.

BlargedyBlargedy

are there options for MapCycle.txt? I find changing the map through open commands to be tedious.
EDIT: Sorry for the scrub question. Adding the line "Scenario_SaltMine_Checkpoint_Security" sans quotes into MapCycle.txt worked.